void spawnfunc_weapon_nex (void); // defined in t_items.qc
+.float nex_charge_pool_pauseregen_finished;
float w_nex(float req)
{
float dt;
if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
+ if(cvar("g_balance_nex_secondary_charge_pool"))
+ if(self.nex_charge_pool_ammo < 1)
+ {
+ if(self.nex_charge_pool_pauseregen_finished < time)
+ self.nex_charge_pool_ammo = min(1, self.nex_charge_pool_ammo + cvar("g_balance_nex_secondary_charge_pool_regen") * frametime / W_TICSPERFRAME);
+ self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_charge_pool_pause_health_regen"));
+ }
+
if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
{
if(cvar("g_balance_nex_secondary_charge"))
{
+ self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause");
dt = frametime / W_TICSPERFRAME;
- if(self.nex_charge < 1)
+
+ if(cvar("g_balance_nex_secondary_charge_pool"))
{
- dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(cvar("g_balance_nex_secondary_ammo"))
{
- if(cvar("g_balance_nex_secondary_ammo"))
+ // always deplete if secondary is held
+ self.nex_charge_pool_ammo = max(0, self.nex_charge_pool_ammo - cvar("g_balance_nex_secondary_ammo") * dt);
+
+ dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
+ self.nex_charge_pool_pauseregen_finished = time + cvar("g_balance_nex_secondary_charge_pool_pause_regen");
+ dt = min(dt, self.nex_charge_pool_ammo);
+ dt = max(0, dt);
+
+ self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
+ }
+ }
+
+ else if(cvar("g_balance_nex_secondary_ammo"))
+ {
+ if(self.nex_charge < 1)
+ {
+ dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo"));
dt = max(0, dt);
self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt);
}
}
+ self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
}
- self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
}
}
else if(cvar("g_balance_nex_secondary"))
else if (req == WR_CHECKAMMO1)
return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
else if (req == WR_CHECKAMMO2)
- {
- if(cvar("g_balance_nex_secondary_charge"))
- return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
- return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo");
- }
+ return self.ammo_cells >= cvar("g_balance_nex_primary_ammo"); // don't allow charging if we don't have enough ammo
return TRUE;
};
#endif